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PhotonFusion

25 tools in this family (folder Editor/Tools/PhotonFusion/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.

ToolEffectDescription
nettick_create_sessionwritesCreate a new matchmaking session (Host mode). Accepts SessionProperties for filtering by other
nettick_despawnwritesDespawn (destroy) a networked GameObject by its net_id. State Authority only.
nettick_export_setupread-onlyExport the full Fusion configuration as a JSON snapshot: runtime state, registered prefabs, spawned
nettick_generate_input_structwritesGenerate an INetworkInput struct. Buttons are emitted as a bit-flag enum (up to 32). Fields can be
nettick_generate_network_behaviourwritesGenerate a Fusion NetworkBehaviour C# class from a declarative spec. Emits [Networked] properties,
nettick_get_session_listread-onlyReturn the cached Photon Cloud session list (snapshot from the last OnSessionListUpdated callback).
nettick_initwritesInitialise the Buril Photon Fusion runtime. Configures AppId, region, initial GameMode,
nettick_join_randomwritesJoin a random session matching the supplied filter. Filter properties must equal those set at
nettick_join_sessionwritesJoin a named session as a client. Fails if no such session exists in the lobby.
nettick_leave_sessionwritesLeave the current session gracefully. Equivalent to fusion_shutdown for the runner but reports
nettick_register_prefabwritesRegister a prefab as spawnable via Fusion. Loads from project path; when Fusion is installed,
nettick_setup_authwritesConfigure the Photon AuthenticationValues used at next StartGame. provider = steam | epic |
nettick_setup_interest_managementwritesConfigure per-player area-of-interest. view_radius is the maximum world-space distance at which
nettick_setup_lag_compensationwritesConfigure lag-compensation rewind budget for shooter hit detection. max_rewind_ticks bounds how
nettick_setup_network_animatorwritesAdd a Fusion NetworkMecanimAnimator to a target with an existing Animator. Provide parameter names
nettick_setup_network_rigidbodywritesAdd a Fusion NetworkRigidbody (3D) to a target. Ensures a Rigidbody is present, attaches the
nettick_setup_network_transformwritesAdd a Fusion NetworkTransform component to a target GameObject (scene path or prefab). Configures
nettick_shutdownwritesGracefully shut down the runner. Calls NetworkRunner.Shutdown(true, ShutdownReason.Ok).
nettick_simulate_networkwritesConfigure simulated latency and packet loss. Mock mode: broker applies these to its tick dispatch.
nettick_spawnwritesSpawn a networked GameObject from a registered prefab. State Authority operation in Fusion's model.
nettick_start_clientwritesJoin an existing session as a client. Runner.StartGame(GameMode.Client) with the given session_name.…
nettick_start_hostwritesStart as host: server + local client in the same process. Equivalent to Runner.StartGame(GameMode.Ho…
nettick_start_serverwritesDedicated server mode: no local player. For headless deployments. Runner.StartGame(GameMode.Server).
nettick_start_shared_modewritesShared mode: every client connects to a Game Server running on Photon Cloud. No host election; each
nettick_statusread-onlyQuery current Fusion runner state: IsRunning, IsServer, IsClient, IsHost, Tick, SimulationRate,